Kpatrol88 wrote:
Oh whoops, messed up the hyperlink to the page, lemme try that again: Competitive Shadowdancer (Pathfinder, PEACH).
Just as a heads up GM, I've just made a last second change to one of my character archetypes; swapping out Shadow Walker for Guerrilla, as it feels closer to my character idea. I've updated my character block accordingly. Also, this is a bit further down the road, but I was thinking of picking up Shadowdancer later in the campaign and I came across an interesting variant of the PrC. It puts more of an emphasis on shadow jump, light control, and more importantly continues rogue talent progression. However, its a homebrew, so I wanted to ask for early permission from the GM before I try building my character progression around it. I've transcribed the stat block here for convenience, since it looks like one of the tables 'exploded' on the original page. (I don't know what PEACH stands for either.) Shadowdancer PEACH: Shadowdancer PEACH Level | BAB | Fort | Ref | Will | Special 1st | +0| +0| +1| +0| See in Darkness, Evoke Darkness 2nd | +1| +1| +1| +1| Evasion, Uncanny Dodge, Shadow Jump 3rd | +2| +1| +2| +1| Rogue Trick, Shadow Illusion, Summon Shadow 4th | +3| +1| +2| +1| Shadow Call, Hide in Plain Sight 5th | +3| +2| +3| +2| Dimensional Agility, Improved Uncanny Dodge 6th | +4| +2| +3| +2| Rogue Trick, Defensive Roll 7th | +5| +2| +4| +2| Slippery Mind, Dimensional Assault 8th | +6| +3| +4| +3| Shadow Power, Dimensional Dervish, Improved Evasion 9th | +6| +3| +5| +3| Rogue Trick, Reality Crafting, Dimensional Maneuvers 10th | +7| +3| +5| +3| Dimensional Savant, Shadow Master See in Darkness
Evoke Darkness
Evasion
Uncanny Dodge
Shadow Jump
Rogue Trick
Shadow Illusion
Summon Shadow
The Shade is a part of the Shadowdancer, and so they have the same Base Saves and BAB. The Shade has the ability scores and skills listed in the bestiary. The Shade has 1/2 the HP of the Shadowdancer. The Shade and Shadowdancer are one being, and so they can instantly share knowledge, vision and so on. The Shade gets +10 to its Disguise check to pretend to be the Shadowdancer's shadow. If the Shade dies or is dismissed, the Shadowdancer gains a permanent negative level, Fort Save DC 15 to negate. The Shadowdancer is then without a shadow for the next thirty days, after which they may make a Shade once more. Shadow Call
Hide in Plain Sight
Dimensional Agility
Improved Uncanny Dodge
Defensive Roll
Dimensional Assault
Slippery Mind
Shadow Power
Dimensional Dervish
Improved Evasion
Dimensional Manoeuvres
Reality Crafting
Dimensional Savant
Shadow Master
Thanks, I wasn't sure if it was coherent enough since I hammered out most of that out in the wee hours of the morning. And sure thing, it wouldn't be the first time they'd felt like outsiders (and the ancestral clan I'm alluding to were the White Howlers, now the Black Spiral Dancers). Also, do I still need to answer the questionnaire or does my backstory cover most of the points well enough?
Finally finished my backstory. Somehow she turned into a Scottish 'ninja', but whatever. Her planned niche is to be a scout/skirmisher/off-debuffer as well as a face if we're in a pinch. Tried doing a TWF build but bleh, with her 3/4 BAB and the way defenses are being calc'd, I don't need more attack penalties for what little extra it gave me. So I went for the full snipe build. Pleas let me know if I missed something, its 2 am where I am right now so I've probably missed something somewhere. Appearance and Backstory:
======================================================================== Taylor MacConnel is a fairly young woman, barely 19 years of age. Her shoulder-length, red hair is usually tied back with a green kerchief when she's about and frames a pretty, round face with slightly Asian features. Bright blue eyes twinkle with youthful cheer while an easy smile puts most at ease. She is somewhat tall for her age with wiry strength from spending youth exploring the Virginian foothills. Her demeanor is bright and gregarious and easily makes a good first impression with most people she meets, however she becomes unsettlingly quiet when her temper starts to flare. At times it appears like the shadows swirl around her, but its probably just a trick of the light. ======================================================================== Marcus MacConnel served as soldier in the British Army, serving with great distinction and valor overseas in various oversea expeditions. He retired from the army and returned to Britain with his new fiance, Shina Asumi, a villager from one of the few Japanese settlements on the Chinese mainland. They soon moved to the United States and settled down in Richmond, Virginia for unknown reasons. Not long after, Shina becomes pregnant. It is a happy time for the couple, but complications soon develop and Shina tragicaly dies soon after childbirth, but not before being able to hold and name their only daughter, Taylor. Though devesated by the loss of his wife, in her last hours he vows to raise their daughter to the best of his ablilities, quiting drinking and putting as much effort into making sure that Talor is provided for. Growing up in a small town north of Richmond, Taylor was often bullied by some of the more bigoted children for her odd looks. It was during this time that she discovered her affinity for the shadows and her skill at hiding. She never lost a round of hide and seek ever and eventually made friends with other social outsiders. On her 16th birthday, her Garou heritage manifests and she is understandably scared and confused. Thankfully, her father is there to help her control her new powers. He explains that their line comes from an ancient tribe of werewolves who once lived in Scotland. Their ancestor was supposedly exiled for percieved cowardice on the eve of a great battle and although they never found out how, the tribe was soon devestated to a man soon after. He tells her not to dwell on their fate as they are ronin now, clanless werewolves, and the best way to honor their ancestor's prudence and courage to walk away is to live a happy life. He also gifts her with a gorgeous silver dagger, saying that it once belonged to her mother, and that she should be careful with it as their kind is weak to such weaponry. Life continued as normal for Taylor. She becomes an avid hunter in her teenage years, often stalking across the Virginia foothills as a human and wolf, and her father gifts her with her first rifle which she soon names Lupin. She also picks up a hobby as a shadow playwrite, often entertaining children and adults alike in market public spaces, subtly using her powers of shadow and light to make the stories all the grander. It is also in these markets where she witnesses her first slave auction. She is horrified and deeply disturbed by the degeneration and dispair premeating the entire affair. But before she could do anything rash steps in to calm her. He explains that he does not like this state of affairs either, but there is little they can do as they are isolated and doing anything overt will attract the wrong sort of attention. She relents, but her anger at the injustice still burns inside her. After an incident the age of 17 involving picking off a slave caravan after stumbling across them during one of her hunting trips and helping the escaped slaves find shelter, Taylor joins the Underground Railroad as a conductor. For over a year, she helped dozens of fleeing slaves nothward toward freedom as well as killing or evading slave catchers sent to root her out. She gained the name of Shadow Wolf from her foes while her charges would call her Shephard. One day however, the local government sent out a massive manhunt for her. Usually she would just fade away and let them pass, but this time she was escorting a group of escapees. Hiding them in a nearby abandoned barn loft, she engaged the posse as to lure them away from her charges. Unfortunately, sheer weight of numbers would soon pin and nearly overwhelm her if not for her father intervening and routing them. While angry at her recklessness, he is mostly dissapointed that she would do this behind his back. After all he would have helped her if she had asked. The two of them soon had to leave the state however, as true to her father's warning, it became too hot for them to stay around as they had attracted attention from both the human government as well as other, less mundane types. They took a train headed west into the frontier, eventually migrating into Utah and settling in Salt Lake City. Her father would become a factory foreman, while she would take up a job as a courier for the local post office. Today she is delivering some packages to several patrons in the Knutsford Hotel in downtown Salt Lake City. A fairly normal route, she nevertheless keeps her weapons on her, as some of the parcels she deliver can be sensitive and devestating if they were to be stolen.
Stat Blocks: Taylor MacConnel, CG Human Werewolf Legendary Gunslinger 4 / Unchained Rogue (Shadow Walker) 4 ======================================================================== Initiative: +11 (+6 Dex, +1 Nimble, +2 Trait, +2 Mythic) Senses: Perception: +14 (+5 Wis, +2 Eagle Eyes, +3 Class, +4 SP [+2 in dim light or darkness]) Low-Light Vision: x2 normal vision Darkvision: 80 ft. (60 base + 10ft every odd level) Scent: 30 ft. (15 ft. when upwind, 60 ft. when downwind) Favored Illumination: Normal Light; +2 Initiative, Acrobatics, Perception, Sleight of Hand, Can take 10 on Stealth Checks. Ability Scores:
Defense
Resources:
Saves:
CMD: 19 (10 base +3 BAB +0 Str +6 Dex +0 Size) Special: Uncanny Dodge, Evasion Armor:
Offense
Speed: Human: 60 ft, Wolf: 80 ft, Spend 1 Mythic power for +20 ft for 1 hour
Weapons:
Ranged, Single Attack: +11, (1d10+4+1) 18-20/x2, 400 ft. Range
Ranged, Full Attack: +11/+6/+1, (1d10+4+1) 18-20/x2, 400 ft. Range
Ranged, Full Attack; Risky Strike: +11/+6/+1, (1d10+4+1+3) 18-20/x2, 400 ft. Range
Masterwork Revolver "Anna"
Ranged, Single Attack: +10, (1d10+4+1+2) 19-20/x2, 100 ft. Range
Ranged, Full Attack: +10/+5/+0, (1d8+4+1+2) 18-20/x2, 100 ft. Range
Ranged, Full Attack; Risky Strike: +9/+4/-1, (1d8+4+1+2+3) 19-20/x2, 100 ft. Range
Masterwork Silver Kukri
Melee, Single Attack: +9 (1d4+6) 18-20/x2
Melee, Full Attack: +9/+4/-1 (1d4+6) 18-20/x2
======================================================================== Attack Modifiers
Skills
Adventuring Acrobatics(Dex)*
Background: 2/level, 8 BP Appraise(Int)*
^: Trained Skill Only
Traits and Abilities
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size. Base Speed: Humans have a base speed of 30 feet. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages. Bonus Feat: Humans select one extra feat at 1st level. Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet. Werewolf
Armor Class: In hybrid or animal form the werewolf has a +2 bonus to its natural armor. Speed: In its wolf form, a werewolf has a base land speed of 50 feet. Otherwise, it uses its own base speed. Abilities: +2 Wisdom and +2 to one of Strength, Dexterity, or Constitution. Special Attacks: A werewolf retains all the special attacks of the base creature, and gains the following abilities: Change Shape (Su): All werewolves have three forms—a humanoid form, a wolf form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A werewolf can shift to any of its three alternate forms as a move action. A slain werewolf reverts to its humanoid form, although it remains dead. A werewolf gains a bite attack when it is in its wolf form. This is a primary attack that deal 1d6 points of damage plus the werewolf’s Strength modifier (for a Medium-sized werewolf). In addition, when a werewolf is in its wolf form, it also gains the trip special attack with its bite, allowing it to make a trip attempt against a target as a free action without provoking an attack of opportunity if it hits them with its bite attack. If the attempt fails, the werewolf is not tripped in return. Weapons of the Beast (Su): When the werewolf template is first acquired, the werewolf gains one of the following benefits. Once chosen, this choice cannot be changed, even if the character loses and later reacquires the werewolf template. Savage Claws: The werewolf gains two claw attacks when it is in its hybrid form. These are primary attacks that deal 1d4 points of damage plus the werewolf’s Strength modifier (for a Medium-sized werewolf). At 6th level, it gains the rend special ability with its claw attacks that deals damage equal to its base claw damage plus 1-1/2 times its Strength bonus (if any). At 11th level, whenever the werewolf charges, it can make a full attack with its natural weapons in place of the normal attack at the end of its charge. At 16th level, it gains a rake attack that deals damage equal to its claw attacks. Special Qualities: A werewolf retains the special qualities of the base creature, and gains the following abilities: Damage Reduction (Ex): Werewolves possess DR 3/silver while in hybrid or wolf form. Low-Light Vision (Ex):Werewolves can see twice as far as humans in conditions of dim light. If the base creature already had low-light vision, they can see three times as far instead of twice as far. Lycanthropic Empathy (Su): Werewolves can communicate and empathize with canines, including both dogs and wolves, allowing them to make Diplomacy checks to alter such an animal’s attitude. A werewolf gains a +4 racial bonus on these checks. This bonus also applies to Wild Empathy checks made to influence canines. Scent (Ex): A werewolf can detect creatures within 30 feet by sense of smell. If the creature is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice these ranges. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When the werewolf detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The werewolf can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. In addition, the werewolf can track by sense of smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. While tracking in this manner, the werewolf ignores the effects of surface conditions and poor visibility.
Traits
Class Abilities
- Gunsmith
- Gun Training (Ex)
- Grit (Ex)
- Deeds
- Eagle Eyes (Ex)
- Slinger's Quirk (Ex)
- Gun Mastery (Ex)
- Uncanny Dodge (Ex)
- Combat Grit (Ex)
- Nimble (Ex)
Unchained Rogue (Shadow Walker)
- Opportunities Aplenty (Ex)
For the purposes of this ability, a detrimental condition is any condition other than: energy drained, incorporeal, and invisible. This ability replaces sneak attack. Abilities that trigger off of sneak attack instead activate off of this ability. For abilities that use the number of dice of a sneak attack to determine effects, the effective number of dice is equal to the bonus damage from this ability, divided by 2. For example, if a 5th level vicious opportunist has the Bleeding Attack rogue talent, whenever she attacks a creature with a detrimental condition, she gains a +6 circumstance to damage rolls. In addition, she does three points of bleed damage from the Bleeding Attack talent. - Expanded Sight (Su)
When the shadow walker reaches 3rd level, and every 2 rogue levels thereafter, the range of her darkvision increases by 10 feet. Also at 3rd level, the shadow walker loses the light sensitivity weakness, if she has it. If she has light blindness, she instead treats it as light sensitivity. This ability replaces trapfinding. - Finesse Training (Ex)
- Evasion (Ex)
- Rogue Talents
Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made. A rogue cannot choose a ninja trick with the same name as a rogue talent. See 'Rogue Talents' List - Illumination Control (Sp)
She can spend 2 illumination points to cast darkness, and 3 illumination points to cast daylight, deeper darkness, or motes of dusk and dawn. These spell-like abilities have a caster level equal to the shadow walker’s rogue level. Using these spell-like abilities does not hamper the shadow walker’s vision; for example, she can see through the deeper darkness she creates, and does not take penalties for light sensitivity in the area of her own daylight. This ability replaces the rogue talent gained at 2nd level and trap sense. - Debilitating Injury (Ex)
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8). Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8). Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step. These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty. - Favored Illumination (Su)
When the shadow walker confirms a critical hit with a melee attack that deals sneak attack damage while in her chosen illumination level, she regains 1 illumination point (to a maximum of half her rogue level). Confirming a critical hit on a creature that has fewer Hit Dice than half the shadow walker’s character level doesn’t restore illumination points. When the shadow walker reaches 6th level, and every 3 rogue levels thereafter, the bonuses she gains within her chosen illumination level increase by 1. This ability replaces the rogue’s uncanny dodge and improved uncanny dodge.
Mythic Hero
- Mythic Power (Su)
- Surge (Su)
- Amazing Initiative (Ex)
Champion
- Champion's Strike: Distant Barrage
-1st: Impossible Speed
-2nd: Limitless Range
Trickster
- 1st: Supreme Stealth: Scent
- 2nd: Compelling Feint
Feats, Discoveries, Gun Mastery, Deeds
Talents:
- 2th: Extra Talent: Fast Stealth
- 4th: Ninja Trick: Vanishing Trick (Su)
Gun Masteries
Deeds
-- Gunslinger Reflexes:
-- Quick Clear
- 3rd:
-- Speedloader
-- Utility Shot
--- Blast Lock
--- Scoot Unattended Item
--- Trap Springer
Mythic Feats
- 1st: Dodge
- 2nd: Weapon Focus: Firearms
- 2nd: Deadly Aim
Items
Masterwork Revolver
Masterwork Revolver
Masterwork Silver Kukri
======================================================================== Magic Items
Ammo & Misc:
Bedroll
Philo Pharynx wrote:
True, and thinking on it, I am planning on picking up Hellcat Stealth, so I think I'll change my favored illumination to normal lighting.
By the way, my character can control the light settings of an encounter and has a favored illumination setting. Currently I have her favored lighting be at dim light, but for the sake of the party, I was wondering if that would be inconvenient to anyone and if I should switch it to normal lighting or something else.
Okay, I've finally got all of the crunch for my character done: Taylor O'Connel. Now I just need to work on her Background.
Jereru wrote:
Ah, must have missed that change. Thanks!
A silly question, but how bad of an idea would it be to attempt melee combat in this campaign? Right now I'm working out what my secondary armaments will be. My primary will be a rifle, but I'm looking at either twin revolvers, a revolver and kukri, or two kukris for backup weaponry/something easily concealable.
Excellent backstory, Jereru. Wish I was half as creative with fleshing out characters as you are. As an aside, what level of firearms are we working with? I'm assuming its Guns Everywhere, but I don't think there was a definite answer here. Searching up US gun history, the first repeating rifles shows up around 1855; one being a Colt revolver rifle (think long barreled revolver), and the other the Volcanic Repeater. (The Volcanic Repeating Arms Company quickly died and became the progenitor of Smith & Wesson and the Winchester Company.) Apparently the Volcanic repeater could hold up to 20-30 cartridges depending on the barrel tube lenght; 16"-24". Of course, bullets were underpowered and tended to misfire. It wasn't until 1860 and the Spencer and Henry rifles that the US got decent repeaters. 'Course since this is a game, I think we can fudge things a bit to make advanced firearms readily available.
Good morning. Looks like I missed a lot last night. Personally, I'm okay with 2 feats per level as I believe that the extra feats will help encourage picking up more obscure/less immediately useful feats since we can get our essentials out of the way and will have extra slots to put a little flair into our builds. Builds will still be limited by class levels/BAB/skill ranks, so its not as if we can go completely hog-wild and pick end game stuff right away. I actually think 1 Mythic feat per tier might actually be too much, oddly enough. The feats here seem to be gamechangers in power rather than extra options like normal feats. It depends on how fast we go up the tiers of course. Do you plan on us completing the mythic tier progression, GM? I'm good with APB. Whether or not we need to adjust the chart upwards or just have everyone be level 5 is up to you, GM. As an aside, I'm really digging the Ragabash aspect, seems to tailor-made for the stealth trickster character I'm building (L. 'Slinger/UC Rogue/(eventual)Shadow Dancer). Edit: I mean who in their right mind would pick up Prone Shooter early on? This guy, apparently.
Heh, was mostly a reference to the book/movie of the same name. Oh, hey got another question for you. Since skill unlocks are free for everyone and the UC Rogue and the L. 'Slinger gets skill unlocks as part of their class progression (5th, 10th, 15th, 20th and 6th, 12th, 18th; respectively) is it okay if we swap them out bonus feats instead?
EDIT: Actually scratch that last thought. Of course I'd get both since they're class features.
Oh hey, to all players. As a reminder, since we are playing with the feat tax rules (aka The Elephant in the Room) A lot of feats have been either merged (like Dodge and Mobility, the various improved combat maneuvers) or completely removed/turned into standard attack action toggles (Deadly Aim, Power Attack, Combat Expertise). Remember to check the appendices to see which ones were changed/ merged and plan accordingly. This literally dropped 4 required feats that I previously had to squeeze to fit into my feat train and now I can make room for all of the fun stuff.
Sebecloki wrote:
Thanks for the ruling, Sebecloki. I'll adjust accordingly. I probably won't be using kitsune thinking on it. Getting one into the setting seems to be far too convoluted given the time period.
Question about the Dreamscarred werewolf template. Does the template completely supersede the base human race template, or do we get benefits from both? Not related, but I was curious: would kitsunes be allowed in the game? I think the pathfinder version could be brought in line with the other were-creatures with a little tweaking (mostly giving them a DR-/silver and giving them Fox Shape from the start so they get all 3 forms like the other were-creatures), but looking at WW:A fluff, they seem to be mostly isolated in Asia barring the odd immigrant, so I'm not too serious on making my character one.
Okay, I think I've finally finalized my character concept. She's going to be an infiltration specialist based around light control, general skill monkey and party face in a pinch (despite having no charisma bonus). Still working out the crunch details, but I've got the levels down as: Legendary Gunslinger 4 / UC Rogue (Shadow Walker) 4, Mythic Trickster and Champion Paths. Probably going to dip into Shadow Dancer while I'm at it later on. I'm also looking to swap out Sneak Attack for Opportunities Aplenty found in this archetype, if that's okay with the GM. It'll be doing less potential damage, but it'll be reliable damage, procs off of status effects in addition to flanking and dex denial, and can be rolled into the crit multiplier since its not precision damage anymore.
I'm certainly interested in trying out this campaign. Don't know too much about the setting, so I'll have to read up on this as well. Would it be alright if I use the Legendary Gunslinger 3rd party class? It basically gunslinger, but revamped to be more like unchained rogue-ish. Speaking of, I'm currently thinking Legendary Gunslinger/Unchained Rogue and going full marksman build. The 3/4 BAB is going to suck for feat progression and accuracy, but I think all of the other talents make that up in versatility. And if my character does their job correctly, they'll be hitting from flatfoot anyway.
I was actually looking into the Spheres of Might a bit ago, and there's a lot of neat things in there (primarily in the snipe and barrage spheres). But I'm unsure if its worth dropping one of the classes I'm using right now, seeing as I've got a pretty good synergy going on right now, and can almost do the same thing. *shrugs* I guess if I need to change something, I'll have options.
@Quercus
@Rednal
@Healing
I could probably pick up a wand of cure light wounds too if I shuffle my item kit around. It'd be pretty anemic at this level and HP scores, but it'd likely be able to stabilize dying people in emergency situations or top people off without wasting more important resources. As an aside, does anyone have any advice for refining my character? I'm pretty happy with where he's at right now numbers-wise, but I'd like to get a second opinion and make sure I didn't miss something obvious/made a silly mistake somewhere. I asked earlier, but I think it was during the quiet hours for the board.
Nikos Whiptail is largely done. Still need to finish up formatting, languages and Backstory, but he's ready for preview at least. Let me know if I missed some important information, overlooked a mistake, or you guys have some suggestions to make him better. As of now, he largely a ranged support/crowd control/debuffer. He won't be hitting hard, but he'll hit often and the target will be in for a bad time with all of the SoS debuffs Nikos is toting. That and ALL the explosions.
Ellioti wrote: What I wanted to say with my post was: everyone here made fantastic contributions ranging from very strong to incredible strong. And I know that takes many hours. But during this time it's difficult not to loose focus. Focus on the setting that the GM created. And the setting is important, because we're doing play-by-play, which is always by nature RP-heavy. When he makes his decisions, he has this perfect illusion or fantasy in his mind and he will subconsciously pick those submissions that fit best. It does not matter if you made a well-rounded gunslinger with a great background, because there are at least ten contributions where the GM doesn't have to adjust his setting for guns. And the same goes for the orc bow that I pointed out. You are taking a big (unnecessary?) risk in that choice, because you ask the GM to adjust his perfect setting for you. No matter on what kind of reflavouring you agree on, subconsciously that is always an evil creature's weapon. Hey, don't go dragging me into this mess you made. I just made a character combo I wanted to try out and had a good idea on how to integrate him and his knowledge of alchemy and guns into the setting. Trying a little creativity along with powergaming, you know? If I don't get pick, I'm okay with that. I've already had a blast crunching the numbers and typing away at a interesting backstory. If the GM says to change parts of my sheet that's okay too. They are after all the final arbiter of what goes into their game. I know the risks of my entry and much of it hangs on several questions I'm still waiting on the GM for. Until then, I'll gladly go along with my ideal character. I certainly don't need your backhanded 'concerns' about the decisions I'm taking. I'm well aware.
Hey, odd question, but how likely do you think we are going to have underwater combat? I know this campaign is partially based off of Greek mythology so being on ships is going to be a likely prospect, so I wonder if I need to take any precautions for getting my feet wet. (Though I hope not, no one likes a wet rat...)
Ouachitonian wrote:
*frantic rustling of papers* I actually have not, thank you so much for bringing this to my attention! This changes many things, although there seems to a bit of overlap on some of the early feats, this seems to fit the vision of my character a bit better. Now everything will explode, HaHa!That said, I'm wondering if I should bite the bullet (ha!) and just straight up purchase a rifle instead of using my free musket (with GM approval of course). Its hella expensive, even with the 1% discount for L. 'Slinger for crafting ammo taking some of the upkeep bite out, but it smooths out my action economy so nicely.
@GM So, I reread the thread and saw that Skill Unlocks are not allowed, which is a bit of problem as the Legendary Gunslinger (I think I'll call it the 'L. 'Slinger' from now on) gets skill unlocks as a class feat for levels 6, 12, and 18. Is it possible for me to swap them out as bonus feats instead? Here's the PDF link for reference sake:
Dαedαlus wrote:
Haha! Indeed. Anyway, I suppose I'll continue building my character on the assumption that everything is cleared by the GM. If they veto anything, I'll just have to scramble a bit. I already have a general plan for all three variants of my character so it won't be too bad. Anyway, its 2 in the morning for me, so I need to turn in for now.
Ah, hello. I hope I'm not showing up too late into the recruitment phase to stick my foot in the door? I've already got a general idea of what character I'd like to play (and looking at the spreadsheet already provided, it looks like its a niche not occupied yet) as well as general idea of who they'll be, but I had some clarifying questions I wanted to ask the GM first before I start building their stat sheet. Earlier it was said that guns are provisionally allowed and that its at the default option (Emerging Guns). So, I was wondering if I would be allowed to use the 'Legendary Gunslinger' 3pp class rewrite. Unfortunately its currently not listed in either d20srd or Archive of Nethys, but I do have the pdf on file and I think its also floating around on the web if you google it. I'm okay if its veto'd, as I can play as the vanilla 'slinger as well, or if guns are too much for the setting, going as a Bolt Ace instead. Anyway, tentatively I'd be making an Alchemist (Grenadier) 8//Legendary Gunslinger 8. They'd be a philosopher inventor (not unlike classical Daedalus, father of Icarus) and be part of the Cult of the Forgotten God of Knowledge, Fire and Life (*cough* Prometheus *cough*).
Good to see that this thread has picked up in interest. Anyway, I'll post my attribute spread (I'll be using 25pt buy, I never have good luck with stat rolls) as soon as I know what the stat adjustments and racial traits are for warforged. Tentatively, I'm going for the gunslinger class, but if that doesn't fly I have a fighter/alchemist idea I wanted to try out as well. Which leads me to a question I should have asked earlier about the setting: guns? And if yes, what level of availability are they at?
Hope I'm not too late or poaching someone's spot. Here's my character Dukkan 'Doc' Longpaw, an Alchemist(Chirurgeon) 3/Gunslinger (Gulch Gunner) 1 What do you mean by a pump shotgun btw?
I'm piping in as well for interest. The selection of playable races seem interesting enough, I'll be curious on how you'll blend them into the world. (I'm personally curious with the warforged race, would you happen to have an idea on how you'll be doing to their stats/conversion?) I'm also surprised that you are being lenient with playable classes. Most campaigns I've seen on this site tend to clamp down on class choices to prevent players from accidentally breaking campaign paths, but I guess that's the point huh? To stress test the setting. Hope to hear more details from you soon. Count me in.
Well it seems that I'm running a bit late here (busy weekend myself), but I might as well put up my application and see what happens. ----- - I've been playing Pathfinder on and off for little over 2 years by now, finding it most agreeable to me out of all of the versions of D&D out there. I've got no GM experience, but I am very familiar with PbP games. - I mostly like playing combat support characters (although I did have a short stint as a sorcerer once), but usually I make a character by choosing a certain overall theme I'd like to explore at the time (investigator, hired gun, etc.) and go from there. Alignment-wise, I dislike playing as evil or chaotic neutral characters as I can't get in the right mindset for them. - I can post at least once daily barring extenuating circumstances. I am still in college and coursework will have to take precedence over the game, but for the most part I should be able to squeeze in a post at least once a day. That said I do have an unavoidable conflict later in the week. On Thursday, I'll be going out of town for the weekend to attend my grandfather's funeral/family reunion up in Chicago and will not return until Monday. There's a good chance I'll still be able post while there, but I don't want to promise anything. - I am fairly familiar with the Golarion setting in a general sense. I have access to all the books so it'll be easy enough to look up any references that I need to know for a campaign. I have not played any of the 3 AP's you've listed. I am only familiar with the first act of the RotRL AP so it'll be a nice surprise for me no matter which AP you choose. ---------- Darius once again found himself on the shore of a foreign town. Not that he complained, mind you. The life of a knight errant was not an easy nor glamorous one, no matter what those foppish bards say. To survive life as an adventurer you needed to be quick on your feet and had to be pragmatic mindset. Which is what brought him here to this port in the first place. The mercenary looked down at the slip of paper clutched in his hand. On it was nothing more than a name and address. He had received the tip from an old friend, Samuel. The merchant was reliable and had a fairly extensive network of contacts so Darius trusted him that the job was legit. He tucked away the piece of parchment in one of his many pockets and headed towards the town proper. First thing's first he need to find an inn.
Throwing in my own two cents here. 'If the confirmation roll is a miss, then your hit is just a regular hit.' I think this bit here would supersedes the misfire rules given that even if you do rule that a gun could misfire (an automatic miss, yes?) on a confirmation roll, this bolded part here would just circle it around again and rule it as a regular hit in the end. So just like a normal failed confirmation roll. Besides, why would you want to punish a player for failing a crit of all things?
Sorry for the delay, guys. Had errands to do today. Here's the short version for my character stats: Spoiler:
Race: Mousefolk (Slight Modification of the Ratfolk) Added: Curiosity Trait (+4 RP) Normal Speed 30 ft. (+1 RP) Stats:
Saves: Feats:(Note: This also includes bonus feats from Gunslinger and combat style feats from Ranger)
By the way, how do you set up you character alias? I'm a bit of a newbie when it comes to this forum.
@ Ramza While interesting, it looks like the Ratfolk race already has the similar 'Tinker' trait (Skill bonuses to Craft(Alchemy), Perception, and UMD) for flavor. Also, the Gunslinger class already gives me proficiency with all firearms. Although, the 'Curiosity' racial trait looks interesting and would go with their inquisitive nature.
Oh and going along with the previous feat question, will the Fighter archetypes still get their bonus combat feats on the even levels? With the current feat progression, at level 20, normal characters would have 30 feats total while Fighters with their own bonus feats, would get 40(!) feats. Despite the fact that the Gunslinger class is always starved for feats, I'd understand if you just remove that Fighter class feature for balance reasons. |